In virtual human (VH) applications, and in particular,
games, motions with different functions are to be synthesized, such as
communicative and manipulative hand gestures, locomotion, expression
of emotions or identity of the character. In the bodily behavior, the primary
motions define the function, while the more subtle secondary motions
contribute to the realism and variability. From a technological point
of view, there are different methods at our disposal for motion synthesis:
motion capture and retargeting, procedural kinematic animation, forcedriven
dynamical simulation, or the application of Perlin noise. Which
method to use for generating primary and secondary motions, and how
to gather the information needed to define them? In this paper we elaborate
on informed usage, in its two meanings. First we discuss, based on
our own ongoing work, how motion capture data can be used to identify
joints involved in primary and secondary motions, and to provide basis
for the specification of essential parameters for motion synthesis methods
used to synthesize primary and secondary motion. Then we explore
the possibility of using different methods for primary and secondary motion
in parallel in such a way, that one methods informs the other. We
introduce our mixed usage of kinematic an dynamic control of different
body parts to animate a character in real-time. Finally we discuss motion
Turing test as a methodology for evaluation of mixed motion paradigms.